Game AI Conference Explored
Academia Blog Grand Text Auto has up a long set of notes from last week's first AI and Interactive Entertainment conference, which includes keynote talks from Doug Church, Will Wright, Chris Crawford and Damian Isla of Halo 2. From the Doug Church talk: "none of the AI detail gets attention in a 30 second ad or magazine blurb...also, if a character in battle only lives a minute, there's not much fidelity players can even perceive...industry has been promising good characters for a long time, not delivered...
players are cynical, don't want to hear it anymore...hard to back out of the fakery"
I wonder if the experiments in simulating the human brain will come in handy with making an AI. I mean if we can understand how the human mind makes decisions, we can better code an AI that can make decisions the way we can based on environment, situation... how we feel about the world... etc.
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I'm covering the overall architecture of the brain right now in my intro. psych. class.
It looks remarkably like a computer architecture when broken into components. You have your I/O neurons, interfacing with a component that discards noise. From here it is put onto a bus, into what the textbook labels as the "executive" (CPU). The executive can store and load from short-term memory (registers)---there are different kinds for various senses and parts of cognition---and do other brain-type things. It can also store and retrieve from long-term memory.
It is a computer---just a very, very analog kind.
if the NPCs gave chase to you DEPENDING on where, when, how and who/which NPC saw you.
Functionality most likely implemented through a huge set of IF-THEN statements.
That's to some degree all that AI is, whether it's an expert system or an Eliza-style conversational program. You really don't get away from if-then until you start talking about computational intelligence, like neural networks, Dijkstra-style pathfinding, and the like.